The Hero system has been taken from Lord of the Rings: Battle for Middle Earth 2. For those who have not played that game, the Heroes have 10 levels of experience and up to 5 spells or abilities that can be learned through them. This system is even easier than Warcraft 3's, and you'll find out why I chose this one instead of the latter.

As for "Resource Costs," these are also taken from that game. A Resource Cost of 5000 is the second highest in the game (6000 being the highest) and means turtling for at least a few minutes at the beginning of the match to get enough. If the other player rushes you, you're dead. Usually you start with lesser hero and later in the game when your economy is good enough, you wait for the 5000.

An ice magic attack, creating four icy-blue cubes that shoot against targets in the area. As Hayate’s first nuke, its purpose is crowd control.

Ragnarok Breaker

Power: S, Range: AA, AoE: AA

Casting time: 5 sec; Cool down time: 90 sec

Add: Petrify

A triple buster, firing at the three tip points of the Belka Magic Circle. Its Hayate’s most powerful long range bombardment spell.

Hraesvelgr

Power: AAA, Range: SS, AoE: A

Casting time: 10 sec; Cool down time: 120 sec

Add: Maximum of 5 shots at Level 10; depends on available MP

Hayate conjures multiple Mid-Childa Magic Circles in the air in front of her and use them to fire powerful energy beams. Up to 5 energy beams can be shot to travel incredible distances before exploding. The player is able to designate each of the target areas. It’s the best long range bombardment spell in the game.

[Note: SS rank Range should be somewhat like 1/4 of the map. I want to play this game just for this spell. ]

Add: Increases the user’s Defense by 2 ranks; the user can still move and attack normally

Create a defensive aura, which surrounds Signum.

Shiden Issen

Power: S+, Range: Melee, AoE: Single Target

Casting time: Instant; Cool down: 40 sec

Add: Fire elemental

Used when Leavantein is in Schwertform, the blade is engulfed in fire before Signum viciously strikes the target.

Hiryū Issen

Power: S, Range: B, AoE: A

Casting time: Instant; Cool down: 60 sec

Add: Fire elemental

Used when Leavantein is in Schlangenform, she spins Laevatein and makes fire elemental energy run along the blade. A typhoon of flames is formed in the area between the segments of the blade, which is then thrown against the enemies.

Schlangenform

Casting time: Instant; Duration: 25 sec; Cool down: 60 sec

Add: Signum’s regular attacks hit all adjacent enemies (Range: B)

Laevantein expands into chain-link form. Enables the use of Hiryū Issen.

Toggle Bogenform/Schwertform

Casting time: 3 sec; Cool down: 6 sec

Signum uses a lot of cartridges and combines Laevantein with its scabbard to turn it into a longbow. Gives Signum the ability of becoming an archer. Enables the use of Sturm Falke.

Sturm Falke

Power: SS, Range: AA, AoE: Single Target

Casting time: 3 sec; Cool down: 120 sec

Add: Armor and Barrier Pierce

Signum’s most powerful Single Target attack. A very effective Hero-killer ability.

Vita produces up to four silver balls and strikes them with Graf Eisen. The balls home in on their target and explode. Useful early in the game to strike multiple targets.

Panzer Hindernis

Casting time: 2 sec; Cool down: 40 sec

Creates a domed shield that protects against everything in Vita's field of vision, but fails to protect against attacks coming from behind. The shield disappears when Vita moves. Useful to defend against powerful attacks.

Raketen Hammer

Power: S, Range: B, AoE: Single Target

Casting time: Instant; Cool down: 60 sec

Add: Armor and Barrier Pierce

Vita spins Graf Eisen around several times in Raketenform before flinging herself at an enemy and using the rocket-assisted momentum of her swing to break through whatever shielding they have in place. While spinning, Vita hits every enemy unit around her up to 5 times, each hit with AA rank Power, before jumping to the target.

Graf Eisen grows many times its size to almost the size of Vita. This form makes Vita one of the most useful Heroes of the Ground Forces when fighting against other heavy armored factions. Enables the use of Roaring Storm Gigantcrusher.

Roaring Storm Gigantcrusher

Power: SS, Range: C-A, AoE: A-

Casting time: 2 sec; Cool down: 120 sec

Add: Increased damage against heavy armored units and buildings

Graf Eisen stretches out to smash the enemy, however far away the enemy is from Vita's position. The most devastating attack against heavy armored units and buildings.

Shama’s most basic healing spell, it heals a moderate amount of HP, enough to save a Hero.

Gefängnis der Magie

Range: A, AoE: B

Casting time: 3 sec; Duration: 10 sec; Cool down: 90 sec

A time-space entrapment-type spell. Shamal uses it for crowd control, as the units within the area of effect, friend or foe, are temporally trapped in another ‘instance’ of the location. In the real battlefield, the units seem to have disappeared, teleported to another dimension. After 10 seconds, all the units reappear in the battlefield, and continue where they left off. Does not work on Heroes.

[Note: Holy crap, this spell turned out to be more powerful than I had anticipated. ]

Tranquil Breeze

Healing Power: B per second, Range: B-, AoE: B

Casting time: Instant; Duration: 10 sec; Cool down: 90 sec

Klarer Wind calls forth a healing breeze that gradually regenerates the HP and MP of all units and Heroes within the area of effect, as well as removes any negative status effects on them. Shamal has to stay still and cannot be damaged to channel the spell.

Cripple

Range: A, AoE: Single Target

Casting time: 3 sec; Duration: 5 sec; Cool down: 90 sec

Shamal uses Klarer Wind’s Pendulum Form to drain the Linker Core of the selected target. 75% of the target’s MP is drained and taken by Shamal. The target is also crippled for 10 seconds (5 on Heroes): reduced movement speed by 75%, attack speed by 50%, and physical and magical damage by 50%.

[Note: Read as: If you use the Ground Forces, GET SHAMAL. ]

Tranquility

Healing Power: A per second, Range: N/A, AoE: A

Casting time: Instant; Duration: 30 sec; Cool down: 120 sec

Shamal’s ultimate healing spell. Klarer Wind causes a rain of healing energy to pour down in a large area, healing friendly allied units for the duration of the spell. Shamal has to be bound, stunned or knocked back to stop the spell.

Allows Zafira to change between large blue wolf form and a muscular dark-skinned man form. Blue Wolf form is mainly used for scouting and hit-and-run tactics, with its superior speed and fast attack speed; regular attacks in this form deal Piercing damage. In Human form, Zafira is much tougher and has more powerful, but a bit slower, regular attacks; attacks deal Crushing damage.

Piercing Howl

Power: AA, Range: A, AoE: Straight line

Casting time: Instant; Cool down: 40 sec

Add: Piercing

Zafira howls and several energy blades emerge from the ground, piercing all enemy units in front of the user. Because the blades hit the targets from below, Zafira is able to hit enemy units who have set Barriers and Shield that do not cover such area.

Roar

AoE: B

Casting time: Instant; Duration: 20 sec; Cool down: 60 sec

Add: Increases attack power and defense of friendly units and Heroes near the user, as well as slightly increase their speed; at the same time, enemy units (not Heroes) within the area of effect flee in terror

Increases the effectiveness of all units and Heroes within the range of Zafira’s furious howl, as well as disable enemy units. If used correctly, Roar can turn the tides of battle. Stacks with Guardian Spirit.

Guardian Spirit

Casting time: Instant; Duration: 25 sec; Cool down: 90 sec

Add: Increases the user’s attack power, defense and attack speed

Zafira proves why he is called the Shielding Guardian Beast, temporally becoming as powerful as even Signum and Vita. Stacks with Roar.